我最近启动了DirectX。我的主要学习来源是Frank D. Luna所着的“DirectX 11的3D游戏编程”。 在输入集成阶段,在渲染管线,它具有以下几行代码:DirectX输入汇编器阶段问题
ID3DX11Effect* mFX;
ID3DX11EffectTechnique* mTech;
/* ...create the effect... */
mTech = mFX->GetTechniqueByName("Tech");
D3DX11_PASS_DESC passDesc;
mTech->GetPassByIndex(0)->GetDesc(&passDesc);
HR(md3dDevice->CreateInputLayout(vertexDesc,
4,
passDesc. pIAInputSignature,
passDesc.IAInputSignatureSize,
&mInputLayout));
我的代码是这样的:
// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>
#include <effects.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context
ID3D11RenderTargetView *backbuffer; // the pointer to our back buffer
ID3D11VertexShader *pVS; // the vertex shader
ID3D11PixelShader *pPS; // the pixel shader
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void CleanD3D(void); // closes Direct3D and releases memory
void IA(void);
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
RECT wr = { 0, 0, 800, 600 };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
SCREEN_WIDTH,
SCREEN_HEIGHT,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
RenderFrame();
}
// clean up DirectX and COM
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 1; // how many multisamples
scd.SampleDesc.Quality = 0; // multisample quality level
scd.Windowed = TRUE;
scd.BufferDesc.Width = SCREEN_WIDTH;
scd.BufferDesc.Height = SCREEN_HEIGHT;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, NULL);
// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
devcon->RSSetViewports(1, &viewport);
}
// this is the function used to render a single frame
void RenderFrame(void)
{
// clear the back buffer to a deep blue
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
// do 3D rendering on the back buffer here
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
pVS->Release();
pPS->Release();
}
//RENDERING PIPELINE//
//input layout//
void IA()
{
struct Vertex
{
XMFLOAT3 Pos; //0 bit
XMFLOAT3 Normal; // 12 bit
XMFLOAT3 tex0; // 24 bit
XMFLOAT3 tex1; // 32 bit
};
D3D11_INPUT_ELEMENT_DESC VertexDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
ID3D10Effect * mFX;
ID3D10EffectTechnique * mTech;
ID3D11InputLayout* mInputLayout;
D3D10_PASS_DESC passDesc;
mTech = mFX->GetTechniqueByName("Tech");
mTech->GetPassByIndex(0)->GetDesc(&passDesc);
dev->CreateInputLayout(
VertexDesc,
4,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&mInputLayout);
//Set I.L to the device
devcon->IAGetInputLayout(&mInputLayout);
}
编译得到的错误后:
C4700 uninitialized local variable 'mFX' used
但也有我已经有这些错误我认为:
Severity Code Description Project File Line Warning C4005 'D3D10_ERROR_FILE_NOT_FOUND': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\d3d10.h 609 Warning C4005 'D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\d3d10.h 608 Warning C4005 'D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\d3d11.h 920 Warning C4005 'D3D11_ERROR_FILE_NOT_FOUND': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\d3d11.h 918 Warning C4005 'D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\d3d11.h 917 Warning C4005 'D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\d3d11.h 919 Warning C4005 'DXGI_ERROR_DEVICE_HUNG': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 26 Warning C4005 'DXGI_ERROR_DEVICE_REMOVED': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 25 Warning C4005 'DXGI_ERROR_DEVICE_RESET': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 27 Warning C4005 'DXGI_ERROR_DRIVER_INTERNAL_ERROR': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 31 Warning C4005 'DXGI_ERROR_FRAME_STATISTICS_DISJOINT': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 29 Warning C4005 'DXGI_ERROR_GRAPHICS_VIDPN_SOURCE_IN_USE': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 30 Warning C4005 'DXGI_ERROR_INVALID_CALL': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 21 Warning C4005 'DXGI_ERROR_MORE_DATA': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 23 Warning C4005 'DXGI_ERROR_NONEXCLUSIVE': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 32 Warning C4005 'DXGI_ERROR_NOT_CURRENTLY_AVAILABLE': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 33 Warning C4005 'DXGI_ERROR_NOT_FOUND': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 22 Warning C4005 'DXGI_ERROR_REMOTE_CLIENT_DISCONNECTED': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 34 Warning C4005 'DXGI_ERROR_REMOTE_OUTOFMEMORY': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 35 Warning C4005 'DXGI_ERROR_UNSUPPORTED': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 24 Warning C4005 'DXGI_ERROR_WAS_STILL_DRAWING': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 28 Warning C4005 'DXGI_STATUS_CLIPPED': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 13 Warning C4005 'DXGI_STATUS_GRAPHICS_VIDPN_SOURCE_IN_USE': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 16 Warning C4005 'DXGI_STATUS_MODE_CHANGED': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 17 Warning C4005 'DXGI_STATUS_MODE_CHANGE_IN_PROGRESS': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 18 Warning C4005 'DXGI_STATUS_NO_DESKTOP_ACCESS': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 15 Warning C4005 'DXGI_STATUS_NO_REDIRECTION': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 14 Warning C4005 'DXGI_STATUS_OCCLUDED': macro redefinition DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\dxgitype.h 12 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2662 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2663 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2664 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2665 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2666 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2667 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2668 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2689 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2690 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2691 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2694 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2695 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2698 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2702 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2712 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2713 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2715 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2716 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2717 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2727 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2728 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2729 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2730 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2731 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2732 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2742 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2743 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamath.h 2754 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 2254 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 4523 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 4577 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 4639 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 4707 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 4770 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathconvert.inl 4832 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathmisc.inl 518 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathmisc.inl 519 Warning C4838 conversion from 'unsigned int' to 'INT' requires a narrowing conversion DX11proj c:\users\spyros\documents\microsoft directx sdk (june 2010)\include\xnamathvector.inl 1269
我正在使用Visual Studio 2015
在此先感谢您阅读的所有这些代码。我可能不应该把它全部放在一个文件中。
您的'mTech = mFX-> GetTechniqueByName(“Tech”);'函数失败,因为'mFX'未初始化。你应该在'GetTechniqueByName'调用之前使用'CreateFromFile'(或类似的东西)。如果这是固定的,你可以检查其他错误。 – Stefan